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Jaesik Park

Publications and source records attributed to Jaesik Park.

At least 55 records · Page 3Linked to original sources

Tree-Guided Diffusion Planner

Planning with pretrained diffusion models has emerged as a promising approach for solving test-time guided control problems. Standard gradient guidance typically performs optimally under convex, differentiable reward landscapes. However, it shows substantially reduced effectiveness in real-world scenarios with non-convex objectives, non-differentiable constraints, and multi-reward structures. Furthermore, recent supervised planning approaches require task-specific training or value estimators, which limits test-time flexibility and zero-shot generalization. We propose a Tree-guided Diffusion Planner (TDP), a zero-shot test-time planning framework that balances exploration and exploitation through structured trajectory generation. We frame test-time planning as a tree search problem using a bi-level sampling process: (1) diverse parent trajectories are produced via training-free particle guidance to encourage broad exploration, and (2) sub-trajectories are refined through fast conditional denoising guided by task objectives. TDP addresses the limitations of gradient guidance by exploring diverse trajectory regions and harnessing gradient information across this expanded solution space using only pretrained models and test-time reward signals. We evaluate TDP on three diverse tasks: maze gold-picking, robot arm block manipulation, and AntMaze multi-goal exploration. TDP consistently outperforms state-of-the-art approaches on all tasks. The project page can be found at: https://tree-diffusion-planner.github.io.

cs.AI↗

Holistic Order Prediction in Natural Scenes

Even in controlled settings, understanding instance-wise geometries is a challenging task for a wide range of visual models. Although specialized systems exist, modern arts rely on expensive input formats (category labels, binary segmentation masks) and inference costs (a quadratic amount of forward passes). We mitigate these limitations by proposing InstaFormer, a network capable of holistic order prediction. That is, solely given an input RGB image, InstaFormer returns the full occlusion and depth orderings for all the instances in the scene in a single forward pass. At its core, InstaFormer relies on interactions between object queries and latent mask descriptors that semantically represent the same objects while carrying complementary information. We comprehensively benchmark and ablate our approach to highlight its effectiveness. Our code and models are open-source and available at this URL: https://github.com/SNU-VGILab/InstaOrder.

cs.CV↗

Metropolis-Hastings Sampling for 3D Gaussian Reconstruction

We propose an adaptive sampling framework for 3D Gaussian Splatting (3DGS) that leverages comprehensive multi-view photometric error signals within a unified Metropolis-Hastings approach. Vanilla 3DGS heavily relies on heuristic-based density-control mechanisms (e.g., cloning, splitting, and pruning), which can lead to redundant computations or premature removal of beneficial Gaussians. Our framework overcomes these limitations by reformulating densification and pruning as a probabilistic sampling process, dynamically inserting and relocating Gaussians based on aggregated multi-view errors and opacity scores. Guided by Bayesian acceptance tests derived from these error-based importance scores, our method substantially reduces reliance on heuristics, offers greater flexibility, and adaptively infers Gaussian distributions without requiring predefined scene complexity. Experiments on benchmark datasets, including Mip-NeRF360, Tanks and Temples and Deep Blending, show that our approach reduces the number of Gaussians needed, achieving faster convergence while matching or modestly surpassing the view-synthesis quality of state-of-the-art models.

cs.CV↗

Leveraging Learned Image Prior for 3D Gaussian Compression

Compression techniques for 3D Gaussian Splatting (3DGS) have recently achieved considerable success in minimizing storage overhead for 3D Gaussians while preserving high rendering quality. Despite the impressive storage reduction, the lack of learned priors restricts further advances in the rate-distortion trade-off for 3DGS compression tasks. To address this, we introduce a novel 3DGS compression framework that leverages the powerful representational capacity of learned image priors to recover compression-induced quality degradation. Built upon initially compressed Gaussians, our restoration network effectively models the compression artifacts in the image space between degraded and original Gaussians. To enhance the rate-distortion performance, we provide coarse rendering residuals into the restoration network as side information. By leveraging the supervision of restored images, the compressed Gaussians are refined, resulting in a highly compact representation with enhanced rendering performance. Our framework is designed to be compatible with existing Gaussian compression methods, making it broadly applicable across different baselines. Extensive experiments validate the effectiveness of our framework, demonstrating superior rate-distortion performance and outperforming the rendering quality of state-of-the-art 3DGS compression methods while requiring substantially less storage.

cs.CV↗

Optimized Minimal 4D Gaussian Splatting

4D Gaussian Splatting has emerged as a new paradigm for dynamic scene representation, enabling real-time rendering of scenes with complex motions. However, it faces a major challenge of storage overhead, as millions of Gaussians are required for high-fidelity reconstruction. While several studies have attempted to alleviate this memory burden, they still face limitations in compression ratio or visual quality. In this work, we present OMG4 (Optimized Minimal 4D Gaussian Splatting), a framework that constructs a compact set of salient Gaussians capable of faithfully representing 4D Gaussian models. Our method progressively prunes Gaussians in three stages: (1) Gaussian Sampling to identify primitives critical to reconstruction fidelity, (2) Gaussian Pruning to remove redundancies, and (3) Gaussian Merging to fuse primitives with similar characteristics. In addition, we integrate implicit appearance compression and generalize Sub-Vector Quantization (SVQ) to 4D representations, further reducing storage while preserving quality. Extensive experiments on standard benchmark datasets demonstrate that OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality. These results position OMG4 as a significant step forward in compact 4D scene representation, opening new possibilities for a wide range of applications. Our source code is available at https://minshirley.github.io/OMG4/.

cs.CV↗

CF3: Compact and Fast 3D Feature Fields

3D Gaussian Splatting (3DGS) has begun incorporating rich information from 2D foundation models. However, most approaches rely on a bottom-up optimization process that treats raw 2D features as ground truth, incurring increased computational costs. We propose a top-down pipeline for constructing compact and fast 3D Gaussian feature fields, namely, CF3. We first perform a fast weighted fusion of multi-view 2D features with pre-trained Gaussians. This approach enables training a per-Gaussian autoencoder directly on the lifted features, instead of training autoencoders in the 2D domain. As a result, the autoencoder better aligns with the feature distribution. More importantly, we introduce an adaptive sparsification method that optimizes the Gaussian attributes of the feature field while pruning and merging the redundant Gaussians, constructing an efficient representation with preserved geometric details. Our approach achieves a competitive 3D feature field using as little as 5% of the Gaussians compared to Feature-3DGS.

cs.CV↗

Exploring Multimodal Diffusion Transformers for Enhanced Prompt-based Image Editing

Transformer-based diffusion models have recently superseded traditional U-Net architectures, with multimodal diffusion transformers (MM-DiT) emerging as the dominant approach in state-of-the-art models like Stable Diffusion 3 and Flux.1. Previous approaches have relied on unidirectional cross-attention mechanisms, with information flowing from text embeddings to image latents. In contrast, MMDiT introduces a unified attention mechanism that concatenates input projections from both modalities and performs a single full attention operation, allowing bidirectional information flow between text and image branches. This architectural shift presents significant challenges for existing editing techniques. In this paper, we systematically analyze MM-DiT's attention mechanism by decomposing attention matrices into four distinct blocks, revealing their inherent characteristics. Through these analyses, we propose a robust, prompt-based image editing method for MM-DiT that supports global to local edits across various MM-DiT variants, including few-step models. We believe our findings bridge the gap between existing U-Net-based methods and emerging architectures, offering deeper insights into MMDiT's behavioral patterns.

cs.CV↗

KISS-Matcher: Fast and Robust Point Cloud Registration Revisited

While global point cloud registration systems have advanced significantly in all aspects, many studies have focused on specific components, such as feature extraction, graph-theoretic pruning, or pose solvers. In this paper, we take a holistic view on the registration problem and develop an open-source and versatile C++ library for point cloud registration, called KISS-Matcher. KISS-Matcher combines a novel feature detector, Faster-PFH, that improves over the classical fast point feature histogram (FPFH). Moreover, it adopts a $k$-core-based graph-theoretic pruning to reduce the time complexity of rejecting outlier correspondences. Finally, it combines these modules in a complete, user-friendly, and ready-to-use pipeline. As verified by extensive experiments, KISS-Matcher has superior scalability and broad applicability, achieving a substantial speed-up compared to state-of-the-art outlier-robust registration pipelines while preserving accuracy. Our code will be available at https://github.com/MIT-SPARK/KISS-Matcher.

cs.CV↗

Improving Editability in Image Generation with Layer-wise Memory

Most real-world image editing tasks require multiple sequential edits to achieve desired results. Current editing approaches, primarily designed for single-object modifications, struggle with sequential editing: especially with maintaining previous edits along with adapting new objects naturally into the existing content. These limitations significantly hinder complex editing scenarios where multiple objects need to be modified while preserving their contextual relationships. We address this fundamental challenge through two key proposals: enabling rough mask inputs that preserve existing content while naturally integrating new elements and supporting consistent editing across multiple modifications. Our framework achieves this through layer-wise memory, which stores latent representations and prompt embeddings from previous edits. We propose Background Consistency Guidance that leverages memorized latents to maintain scene coherence and Multi-Query Disentanglement in cross-attention that ensures natural adaptation to existing content. To evaluate our method, we present a new benchmark dataset incorporating semantic alignment metrics and interactive editing scenarios. Through comprehensive experiments, we demonstrate superior performance in iterative image editing tasks with minimal user effort, requiring only rough masks while maintaining high-quality results throughout multiple editing steps.

cs.CV↗

Recovering Dynamic 3D Sketches from Videos

Understanding 3D motion from videos presents inherent challenges due to the diverse types of movement, ranging from rigid and deformable objects to articulated structures. To overcome this, we propose Liv3Stroke, a novel approach for abstracting objects in motion with deformable 3D strokes. The detailed movements of an object may be represented by unstructured motion vectors or a set of motion primitives using a pre-defined articulation from a template model. Just as a free-hand sketch can intuitively visualize scenes or intentions with a sparse set of lines, we utilize a set of parametric 3D curves to capture a set of spatially smooth motion elements for general objects with unknown structures. We first extract noisy, 3D point cloud motion guidance from video frames using semantic features, and our approach deforms a set of curves to abstract essential motion features as a set of explicit 3D representations. Such abstraction enables an understanding of prominent components of motions while maintaining robustness to environmental factors. Our approach allows direct analysis of 3D object movements from video, tackling the uncertainty that typically occurs when translating real-world motion into recorded footage. The project page is accessible via: https://jaeah.me/liv3stroke_web

cs.CV↗

Locality-aware Gaussian Compression for Fast and High-quality Rendering

We present LocoGS, a locality-aware 3D Gaussian Splatting (3DGS) framework that exploits the spatial coherence of 3D Gaussians for compact modeling of volumetric scenes. To this end, we first analyze the local coherence of 3D Gaussian attributes, and propose a novel locality-aware 3D Gaussian representation that effectively encodes locally-coherent Gaussian attributes using a neural field representation with a minimal storage requirement. On top of the novel representation, LocoGS is carefully designed with additional components such as dense initialization, an adaptive spherical harmonics bandwidth scheme and different encoding schemes for different Gaussian attributes to maximize compression performance. Experimental results demonstrate that our approach outperforms the rendering quality of existing compact Gaussian representations for representative real-world 3D datasets while achieving from 54.6$\times$ to 96.6$\times$ compressed storage size and from 2.1$\times$ to 2.4$\times$ rendering speed than 3DGS. Even our approach also demonstrates an averaged 2.4$\times$ higher rendering speed than the state-of-the-art compression method with comparable compression performance.

cs.CV↗

Designing Concise ConvNets with Columnar Stages

In the era of vision Transformers, the recent success of VanillaNet shows the huge potential of simple and concise convolutional neural networks (ConvNets). Where such models mainly focus on runtime, it is also crucial to simultaneously focus on other aspects, e.g., FLOPs, parameters, etc, to strengthen their utility further. To this end, we introduce a refreshing ConvNet macro design called Columnar Stage Network (CoSNet). CoSNet has a systematically developed simple and concise structure, smaller depth, low parameter count, low FLOPs, and attention-less operations, well suited for resource-constrained deployment. The key novelty of CoSNet is deploying parallel convolutions with fewer kernels fed by input replication, using columnar stacking of these convolutions, and minimizing the use of 1x1 convolution layers. Our comprehensive evaluations show that CoSNet rivals many renowned ConvNets and Transformer designs under resource-constrained scenarios. Code: https://github.com/ashishkumar822/CoSNet

cs.CV↗

InstantDrag: Improving Interactivity in Drag-based Image Editing

Drag-based image editing has recently gained popularity for its interactivity and precision. However, despite the ability of text-to-image models to generate samples within a second, drag editing still lags behind due to the challenge of accurately reflecting user interaction while maintaining image content. Some existing approaches rely on computationally intensive per-image optimization or intricate guidance-based methods, requiring additional inputs such as masks for movable regions and text prompts, thereby compromising the interactivity of the editing process. We introduce InstantDrag, an optimization-free pipeline that enhances interactivity and speed, requiring only an image and a drag instruction as input. InstantDrag consists of two carefully designed networks: a drag-conditioned optical flow generator (FlowGen) and an optical flow-conditioned diffusion model (FlowDiffusion). InstantDrag learns motion dynamics for drag-based image editing in real-world video datasets by decomposing the task into motion generation and motion-conditioned image generation. We demonstrate InstantDrag's capability to perform fast, photo-realistic edits without masks or text prompts through experiments on facial video datasets and general scenes. These results highlight the efficiency of our approach in handling drag-based image editing, making it a promising solution for interactive, real-time applications.

cs.CV↗

Budget-Aware Sequential Brick Assembly with Efficient Constraint Satisfaction

We tackle the problem of sequential brick assembly with LEGO bricks to create combinatorial 3D structures. This problem is challenging since this brick assembly task encompasses the characteristics of combinatorial optimization problems. In particular, the number of assemblable structures increases exponentially as the number of bricks used increases. To solve this problem, we propose a new method to predict the scores of the next brick position by employing a U-shaped sparse 3D convolutional neural network. Along with the 3D convolutional network, a one-initialized brick-sized convolution filter is used to efficiently validate assembly constraints between bricks without training itself. By the nature of this one-initialized convolution filter, we can readily consider several different brick types by benefiting from modern implementation of convolution operations. To generate a novel structure, we devise a sampling strategy to determine the next brick position considering the satisfaction of assembly constraints. Moreover, our method is designed for either budget-free or budget-aware scenario where a budget may confine the number of bricks and their types. We demonstrate that our method successfully generates a variety of brick structures and outperforms existing methods with Bayesian optimization, deep graph generative model, and reinforcement learning.

cs.LG↗

Cross Resolution Encoding-Decoding For Detection Transformers

Detection Transformers (DETR) are renowned object detection pipelines, however computationally efficient multiscale detection using DETR is still challenging. In this paper, we propose a Cross-Resolution Encoding-Decoding (CRED) mechanism that allows DETR to achieve the accuracy of high-resolution detection while having the speed of low-resolution detection. CRED is based on two modules; Cross Resolution Attention Module (CRAM) and One Step Multiscale Attention (OSMA). CRAM is designed to transfer the knowledge of low-resolution encoder output to a high-resolution feature. While OSMA is designed to fuse multiscale features in a single step and produce a feature map of a desired resolution enriched with multiscale information. When used in prominent DETR methods, CRED delivers accuracy similar to the high-resolution DETR counterpart in roughly 50% fewer FLOPs. Specifically, state-of-the-art DN-DETR, when used with CRED (calling CRED-DETR), becomes 76% faster, with ~50% reduced FLOPs than its high-resolution counterpart with 202 G FLOPs on MS-COCO benchmark. We plan to release pretrained CRED-DETRs for use by the community. Code: https://github.com/ashishkumar822/CRED-DETR

cs.CV↗

High-Speed Stereo Visual SLAM for Low-Powered Computing Devices

We present an accurate and GPU-accelerated Stereo Visual SLAM design called Jetson-SLAM. It exhibits frame-processing rates above 60FPS on NVIDIA's low-powered 10W Jetson-NX embedded computer and above 200FPS on desktop-grade 200W GPUs, even in stereo configuration and in the multiscale setting. Our contributions are threefold: (i) a Bounded Rectification technique to prevent tagging many non-corner points as a corner in FAST detection, improving SLAM accuracy. (ii) A novel Pyramidal Culling and Aggregation (PyCA) technique that yields robust features while suppressing redundant ones at high speeds by harnessing a GPU device. PyCA uses our new Multi-Location Per Thread culling strategy (MLPT) and Thread-Efficient Warp-Allocation (TEWA) scheme for GPU to enable Jetson-SLAM achieving high accuracy and speed on embedded devices. (iii) Jetson-SLAM library achieves resource efficiency by having a data-sharing mechanism. Our experiments on three challenging datasets: KITTI, EuRoC, and KAIST-VIO, and two highly accurate SLAM backends: Full-BA and ICE-BA show that Jetson-SLAM is the fastest available accurate and GPU-accelerated SLAM system (Fig. 1).

cs.RO↗

Deep Cost Ray Fusion for Sparse Depth Video Completion

In this paper, we present a learning-based framework for sparse depth video completion. Given a sparse depth map and a color image at a certain viewpoint, our approach makes a cost volume that is constructed on depth hypothesis planes. To effectively fuse sequential cost volumes of the multiple viewpoints for improved depth completion, we introduce a learning-based cost volume fusion framework, namely RayFusion, that effectively leverages the attention mechanism for each pair of overlapped rays in adjacent cost volumes. As a result of leveraging feature statistics accumulated over time, our proposed framework consistently outperforms or rivals state-of-the-art approaches on diverse indoor and outdoor datasets, including the KITTI Depth Completion benchmark, VOID Depth Completion benchmark, and ScanNetV2 dataset, using much fewer network parameters.

cs.CV↗

Distilling Diffusion Models into Conditional GANs

We propose a method to distill a complex multistep diffusion model into a single-step conditional GAN student model, dramatically accelerating inference, while preserving image quality. Our approach interprets diffusion distillation as a paired image-to-image translation task, using noise-to-image pairs of the diffusion model's ODE trajectory. For efficient regression loss computation, we propose E-LatentLPIPS, a perceptual loss operating directly in diffusion model's latent space, utilizing an ensemble of augmentations. Furthermore, we adapt a diffusion model to construct a multi-scale discriminator with a text alignment loss to build an effective conditional GAN-based formulation. E-LatentLPIPS converges more efficiently than many existing distillation methods, even accounting for dataset construction costs. We demonstrate that our one-step generator outperforms cutting-edge one-step diffusion distillation models -- DMD, SDXL-Turbo, and SDXL-Lightning -- on the zero-shot COCO benchmark.

cs.CV↗